class AFS12ForceBullet extends AFS12Bullet;

simulated function ProcessTouch (Actor Other, vector HitLocation)
{
	if (KFMonster(Other) == None)
		return;

	if ( Other.Physics == PHYS_Walking )
		Other.SetPhysics(PHYS_Falling);
/*		
	if ( DKFleshpound(Other) != none || DKScrake(Other) != none || DKHuskBase(Other) != none || DKBrute(Other) != none )
	{
		Damage = default.Damage * 0.30;
	}
	else
	{
		Damage = default.Damage;
	}
*/
	Super(ShotgunBullet).ProcessTouch(Other,HitLocation);
	
	Other.Velocity.X = Self.Velocity.X * 0.13;
	Other.Velocity.Y = Self.Velocity.Y * 0.13;
	Other.Velocity.Z = Self.Velocity.Z * 0.13;
	
	Other.Acceleration = vect(0,0,0);
}

defaultproperties
{
	Damage=150.000000
}
